Release Sky Supreme


Code:
#!/bin/sh

ls -1 | while read f; do
  ltarget=`readlink $f`
  if [ -n "$ltarget" ]; then
    case $ltarget in
    /lib*)
      # do nothing
      ;;
    /usr/lib*)
      # do nothing
      ;;
    *)
      cp -a $f /somewhere/
      ;;
    esac
  fi
done
 
#!/bin/sh

ls -1 | while read f; do
  ltarget=`readlink $f`
  if [ -n "$ltarget" ]; then
    case $ltarget in
    /lib*)
      # do nothing
      ;;
    /usr/lib*)
      # do nothing
      ;;
    *)
      cp -a $f /somewhere/
      ;;
    esac
  fi
done
Thanks. Will use that :)
 
I've released a new version of the PND, if people can try that and let me know. Thanks
 
Yay! The new version starts fine for me now.


However, unfortunately, I got a segmentation fault while playing the single player game after a while. In the log it's just after a bunch of drawquad messages. In fact I've got about 8MB of drawquad messages amongst a total log of 14MB. Perhaps toning down the logging might be in order?


Edit: It seems to crash if the enemy hits the ground, though I've also had it crash spontaneously, and had a lockup I had to kill (music kept playing, may have paused it accidentally, but I don't know how).
 
Last edited by a moderator:
Yay! The new version starts fine for me now.


However, unfortunately, I got a segmentation fault while playing the single player game after a while. In the log it's just after a bunch of drawquad messages. In fact I've got about 8MB of drawquad messages amongst a total log of 14MB. Perhaps toning down the logging might be in order?
OOops, I'm sure that drawquad message is a debug left over on my side (on the allegro 5.1) :'(

I will recompile a cleaner version soon.
 
In fact I've got about 8MB of drawquad messages amongst a total log of 14MB. Perhaps toning down the logging might be in order?
Yep, nothing I can do about that I'm afraid
Edit: It seems to crash if the enemy hits the ground, though I've also had it crash spontaneously, and had a lockup I had to kill (music kept playing, may have paused it accidentally, but I don't know how).
Does it happen every time? I've not experienced that myself, but I'll keep an eye out for it, thanks
 
Can center the k is sky on the R in supreme. The sky part is casting a shadow on nothing it seems. Also the font on lower right can be changed to something a little more fitting. DejaVu sans maybe?

Looks like a fun game.
 
Last edited by a moderator:
I've done a little more testing.  I can play free flight for many minutes, but within a few seconds of playing the single player mission it always segfaults or hangs.  In the case of a hang it still seems to be hanging in the middle of writing out a 'drawquad' log message oddly, although that's probably just be a buffering issue.

The crash may be related to the bullet or crash graphics.  I can generally keep the game running for longer if I don't fire or crash, although once the enemy turns up and starts firing it will always crash, if it doesn't hang first.

I've also been unable to try out local multiplayer.  I've had a variety of crashes and hangs, and ended up with a run where the music started, but the menu didn't even appear.  After a 'pkill SkySupreme' something seemed to be eating up 90+% of my CPU, so I rebooted and that's where I've left it so far.

Basically, it's extremely unreliable on my system, apart from free flight.  I'm running the latest SZ, opkg updated.  I can't tell you what SGX driver I'm running, as since the last opkg update, Notaz's updater fails.

I've just tried out the game under the copy of SZ 1.52 on my NAND, and there it runs fine.  I guess local multiplayer isn't fully implemented yet, as I was unable to start a game properly, but I got no crashes and hangs.

Grr, seems I'm going to have to reflash my SD card.  Touchscreen seems now to be broken, and it's failing to mount squashfs images now, meaning I can't run most PNDs any more.  Hopefully that corruption's nothing to do with your game, but I'll be back in a bit.
 
I'm not having any trouble like that. It runs fine for me, not sure what's different between our units. I'm using one of the 1ghz units, in case that makes any difference.
 
I guess local multiplayer isn't fully implemented yet, as I was unable to start a game properly, but I got no crashes and hangs.
Local multiplayer is fully implemented, but it wasn't really designed for the Pandora. Maybe I should remove that option from the Pandora build.
That said, if you add some other USB controllers to your Pandora, you should be able to play a local multiplayer.

Grr, seems I'm going to have to reflash my SD card.  Touchscreen seems now to be broken, and it's failing to mount squashfs images now, meaning I can't run most PNDs any more.  Hopefully that corruption's nothing to do with your game, but I'll be back in a bit.
I hope not too. I can't see how it could be though...
 
Sorry, looks like it was my mistake.  I'd done an opkg upgrade which gave me a new kernel in /boot, but that's not where my kernel is, and I forgot to copy it across.  So I was running the stock 1.55 kernel with presumably updated kernel modules.  That would explain the touchscreen problems, I guess, and it appears to explain the problems I've been having in your latest build too.  Not sure why mounting squashfs suddenly broke yet, but it's likely related too.

I've now reimaged my OS partition, re-updated it and moved my kernel across and it's all working fine.  Fun game!

It doesn't seem to be possible to enter a name for high scores at present, for the record.
 
It doesn't seem to be possible to enter a name for high scores at present, for the record.
It is possible, but not obvious, something I plan on updating. I did mention this in the first post.
Use Up and Down to change the "current" letter, and (x) button to advance. There's a 1 second block on entry upon your death so it doesn't auto enter names if your trying to shoot somebody as you die.

It'll look a lot better when I've cleaned things up a bit... when I get some time to work on it.
 
My take on it is that going above the screen and being able to travel from one side of the screen to another is rather strange.

It wasn't apparent what the flaps did.  Can i dodge shots with that, or does it slow me down?

How about traveling over a sphere like the earth is, with the continents and countries visible. Altitude is signified by the size of the airplanes, if its smaller you are closer to the ground.

Could maybe change the music based on what country you are over to make it more frantic. Also speed up the movement. Sound-effects for engine noise and turret fire would also be good.
 
My take on it is that going above the screen and being able to travel from one side of the screen to another is rather strange.
You can't go above the screen (it'll drag you back down); The wrapping of the screen was required to keep it a single screen experience as you couldn't scroll with multiple players on a single PC (which was the original design, the survival/single player mode was added afterwards)
It wasn't apparent what the flaps did.  Can i dodge shots with that, or does it slow me down?
Flipping does let you dodge bullets. Also, if you fly upside down, unless you hit the throttle, you will lose speed. Originally, there was no throttle control, which made flipping the right way more important, but it also made the survival mode a lot harder to play.
How about traveling over a sphere like the earth is, with the continents and countries visible. Altitude is signified by the size of the airplanes, if its smaller you are closer to the ground.

Could maybe change the music based on what country you are over to make it more frantic. Also speed up the movement. Sound-effects for engine noise and turret fire would also be good.
I'll definately consider that if I decide to flesh out the single player mode.
Regarding movement speed, I did tweak a fair bit when developing, and I felt that the current speed actually suited the dogfighting rather well. If you're too fast, you're just flying straight past looking to hit them on the next time your wrap around, which wasn't really what I was after.

Thanks for your feedback.
 
Could maybe up the turnrate then? Is it faster turning down than turning up?

My idea with the sphere is you are stationary, only the model turns 360 degrees and gets smaller and bigger. The sphere moves with your current speed, if you stall its stationary.
 
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Could maybe up the turnrate then? Is it faster turning down than turning up?
Turnrate is the same both directions, I'll try tweaking it to see how it plays
My idea with the sphere is you are stationary, only the model turns 360 degrees and gets smaller and bigger. The sphere moves with your current speed, if you stall its stationary.
That's practically a different game, certainly would need a lot of engine changes to implement that.
 
It segfaults pretty soon after starting a game for me on Pandora 1GHz with updated system.

I'll get the source code, and have a go at debugging it.

edit: it works better on x86_64 PC Linux, seems to be fully playable, but crashes on exit with a memory issue. I didn't find any bugs yet.

Thanks for the game!
 
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